Added fix to orientation check so that it updates the input offsets correctly on rotation.

Added support for minWidth and minHeight to game scale size, so it can never go below those values when scaling.

Vastly improved orientation detection and response speed.

Added custom callback support for all Touch and Mouse Events so you can easily hook events to custom APIs.

Updated Game.loader and its methods. You now load images by: game.load.image() and also: game.load.atlas, game.load.audio, game.load.spritesheet, game.load.text. And you start it with game.load.start().

Added optional frame parameter to Phaser.Sprite (and game.add.sprite) so you can set a frame ID or frame name on construction.

Added AnimationManager.autoUpdateBounds to control if a new frame should change the physics bounds of a sprite body or not.

Added StageScaleMode.pageAlignHorizontally and pageAlignVertically booleans. When true Phaser will set the margin-left and top of the canvas element so that it is positioned in the middle of the page (based only on window.innerWidth).

Added support for globalCompositeOperation, opaque and backgroundColor to the Sprite.Texture and Camera.Texture components.

Added ability for a Camera to skew and rotate around an origin.

Moved the Camera rendering into CanvasRenderer to keep things consistent.

Added Stage.setImageRenderingCrisp to quickly set the canvas image-rendering to crisp-edges (note: poor browser support atm)

Sprite.width / height now report the scaled width height, setting them adjusts the scale as it does so.